Yeah. Partially the reason there isn't any spike in activity here is it is all in the steam forums (so twice as much work for me…). On the bright side, that also means we don't have 20 or so threads called "Why can't I get any more gold?" (they are over the basic 400 cap) and "WTF this is too hard" or "Can't beat Bankers" (seriously, people are having massive amounts of trouble with those basic two bosses).

those bosses are a huge jump in difficulty from the tutorial. It is understandable. They are trying to fight the boss at lvl ten and just killing whatever they can to get there, and ultimately not getting there. Watch Northerlion's youtube review of the game and you will know exactly why they are failing.

Darvin wrote:The wiki would be good, too. It still needs some work, but a lot of the stuff there is still helpful.

Heck, many of the annotated playthroughs are still completely valid examples despite their age.

Thinking the same. The basic strategies haven't change in the time while I was playing the beta. I would assume that stuff like popcorn-bowling, regen-fighting and mid-fight-leveling were always in the game.

My biggest WTF moment from the steam forum

7. Convert any glyph that is worthless. Usually it will be anything that I haven't listed here. WONAFYT is the prime example of what to convert, due to your aversion to killing same-level mobs.

I mean in the beginning I also didn't understand WONAFYT, now I wont ever convert it, when I am finding it in the beginning of a run (ok, apart from the times where I want to go Warmonger).

Dreamdancer wrote:I mean in the beginning I also didn't understand WONAFYT, now I wont ever convert it, when I am finding it in the beginning of a run (ok, apart from the times where I want to go Warmonger).

WONAFYT was worthless in the alpha and early beta, when it didn't slow the monsters. It's certainly tricky to use and requires breaking away from its implicit use-case.

To be fair, Newbies usually don't have such a comprehensive knowledge about the stuff as we do, and some of the glyph uses aren't immediately intuitive from the getgo. There's also the problem of often not appreciating small numbers (1 bonus XP? Hah, thats nothing!") when someone starts a game because he doesn't understand yet how the game scales.

For example, beyond a mere "pushback" PISSORF would probably look mostly useless for a newbie. It's damage is inferior to BURNDAYRAZ and it doesn't have a debuff, and they'll never think that it will become extremely effective if you convert enough stuff with the right race.

On another note, I find it amazing that pretty much everything can actually be used in some meaningful way or another; that's something I don't see often in games.

I think that the first big concept that I grasped is that monsters are resources, not obstacles. After failing a dungeon several times, I thought "If only the monsters I killed would stay dead next time, then I could win." And then I thought about it some more, and realized that was totally wrong.

The other big beginning concept is that it is okay to waste black space. I used to fastidiously use every single square, fighting whatever I could to keep my health and mana below max. As intuitive as this sounds, it's actually really bad technique. Finding good, high level targets is way, way more important than saving exploration. I will happily burn 30-40% of the map looking for my first 2nd level monster, something I wouldn't have dreamed of as a beginner.